using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace flocking {
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        Scene scene;
        bool leftButtonPressed;
        SpriteFont font;
        public int[] BehavShowingPos { get; private set; }

        public Game1() {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
            graphics.PreferredBackBufferHeight = 384;
            graphics.PreferredBackBufferWidth = 512;
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize() {
            // TODO: Add your initialization logic here

            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent() {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);

            // TODO: use this.Content to load your game content here
            int width = graphics.PreferredBackBufferWidth;
            int height = graphics.PreferredBackBufferHeight;
            int heads = 100;
            int slits = 32;
            scene = new Scene(width, height, heads, slits);
            scene.Renderer.addAnimalTexture(animal.AnimalType.Fish, Content.Load<Texture2D>("v2"));
            scene.Renderer.addAnimalTexture(animal.AnimalType.Whale, Content.Load<Texture2D>("v3"));

            leftButtonPressed = false;
            BehavShowingPos = new int[] { 0, 0 };
            font = Content.Load<SpriteFont>("SpriteFont1");
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent() {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime) {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            // TODO: Add your update logic here
            scene.Updater.checkInput(graphics, scene);
            scene.Updater.update(this, gameTime);

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime) {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            // TODO: Add your drawing code here
            spriteBatch.Begin();
            scene.Renderer.draw(this, spriteBatch);
            scene.Renderer.showStatus(spriteBatch, font);
            spriteBatch.End();

            base.Draw(gameTime);
        }
    }
}
